-
Posts
64 -
Joined
-
I can see you guys have been busy. The flashback system and the weapon choice changes are very welcome. I am sure they will be hugely popular and have been waited for a long time. Thanks
New inventions for the missing sets, great.
New uber rare recipes that require nothing but rare salvage--that sucks and smells of moneysink plan. This will not solve this problem. It already sucks that the invention system puts level 30 characters in competition with wealthy 45-50 characters that can generate influence at a much greater rate. Its pretty clear that the low level recipes are not worth the electrons and time spent collecting them...wish more tweaking of the invention system was on tap. There are clearly some huge inequities in the market system. What is very clear now is if you don't have the time to spend several hours doing task forces, your shot at obtaining a rare and valued recipe is now pretty small untill you can reach the upper 40s where you can influence farm. Since I have only gotten one level B reward for mission completion after doing many many missions, perhaps that could be fixed?
Maybe one days you guys will understand rare=low probabilty in an MMO is a bad idea. It just encourages farming and rewards time sink playing not accomplishment. It is not distinquishing mark of a veteran but luck + time spent.
if you want rare to be meaningful you limit the amount of copies. Then it is rare....and meaningful.
I think folks are going a bit overboard on this is the best issue since sliced bread. Any nerfs coming with this issue? Will MoG be changed? Will it be easier to get around Perez Park? What are the plans for under utilized zones. I tell you what, you start creating 1.5 hour task forces in the underutized zones, that require only 4 teammembers that mix in instanced and non-instanced content and you might solve two problems at once. -
Arcanaville,
You and I both know It is very hard to debate someone's results if you can't actualy see the results, the methods they were collected and see if you arrive at the same conclusion. Other wise its the old trust us...we know better....Cyrptic is hardly a transparent organization and they never seem to get in discussions of why they made what choices and that makes for a lot of dis-infranchisement. -
I want my Jarvis the butler and a disco ball.
-
My actual favorite feature was the big quality of life issues such as the merchants in Kings Row and Green line now running to Founders Falls. This has made my online life so much better.
I didn't rank the overall issue very highly because of the lag induced problems around the merchants, and the seemingly arbitrary "intentional" salvage demand/supply issues. There really shouldn't be shortages of common salvage.
Secondly, my Storm Defender got royally screwed when it comes to IO sets.
Lastly I played through a good part of beta and pretty regular since then and have yet to see a costume piece or a temporary power recipe. This is not good in so many ways. Apparently if you have a character in the 25-40 range the competiton for salvage and the ability to get drops you need is much worse overall than it is for the under 25 or over 41 crowd. This does not appear to be well thought out. Fighting a 50/50 Mob that can drop from 2 tables is too much randomness if that makes any sense. -
Congrats on 3 years, I have had a good amount of fun flying around your cities in Spandex.
The things I am most impressed with I9
QofL improvements, Stores in Kings Row, Train To Founder's Falls, basic IOs are very nice. New wings are very cool, and so are the rocket boots.
Statesman's Task Force and the ability to get involved with the signature characters is always good.
I am not impressed with the IO sets. These do not appear to be well thought out. There are some big problems with certain builds like defense sets and square peg and round hole problems with most of the defender set primaries. To be brutaly honest, I would have been happy with crafted hami-o types that allow you to make dam/end or acc/dam enhancements. If you wanted spice the uniques could stay, but the confusion on the set bonuses on: what applies when, and little hidden details like :the bonus to healing status effect doesn't apply to self heals that can accept resistance powers and oh by the way Reconstruction too for no good reason, but not mentioned anywhere, is just a big failure/accident waiting to happen IMHO. Not that the idea is bad per se, but there is no way to be fair to the sets that don't fit into the basic damage/heal/hold mold that this game continualy favors. Whenever you add so many convoluted and conditional rules you gotta expect your headed for big problems.
The biggest problem for me is the terible lag I experience everywhere now. When this game launched I never had lag problems. Big groups with AoEs a blasting never were a problem. Now, try flying near the consignment houses, try to play in an 8 man team in that #^%#$^ Arachnos base...This is a serious problem. Don't get me wrong, I love the ragdoll physics and the lights turning off and on, but all the pets, aoes and now the consignment house is just choking play.
While nobody has said it, the physical requirements of the game has changed significantly, and you really do need a high end machine to really enjoy the game. Most folks don't play CoV anymore because of lag issues. I suppose that is to be expected, and maybe their is an evil conspiracy by the game companies to help drive new video card sales, but dang this hard on simple working guy with many bills to pay. It really is a big problem to me anyway. Certainly limits my enjoyment a lot.
Lastly my biggest concern is regarding the IOs and their effects on exemping. One of the best things Cryptic has done, and one that has kept me around is the sk/exemping system that allows friends of a vastly different level to still play together. The new IOs sets are very unfriendly to exemping, and when you consider all the pvp zones and the arena are auto-exemping areas for high level characters, I am very concerned that this will eventualy be very counter-productive and hurt this system. It really penalizes folks heavily for exemping down to their friends level or playing in the PvP zones that are below their level.
Anyway, I am sure there will be many folks that enjoy the new aspects of I9 and some will loathe it because there is now loot in the game, and it is very addicitive.
My only question is what really is the health of the game, and is this stuff being done to retain subscribers or entice new ones? -
Then the statement on the buff is disengenous because it clearly states that it provides a bonus to healing powers, and reconstruction is a healing power no? I really feel the policy needs to be changed, because otherwise your saying this slotting the 4th enhancement is really for empaths and empaths alone, and other sets that allow for the healing of others. Or you start needing to add small print like an insurance policy...which should be very popular....
-
[ QUOTE ]
3. Self Heals will not root
[/ QUOTE ]
Does this mean that pp Aid Self will no longer need interupts since it will no longer root you? Now you will be able to cast this on the fly if your not rooted correct? Or is the definintion of interrupt being changed from movement or being attacked to just attacked? Or will this be an exception to rule, or does the rul not apply to power pools? -
Does anyone else see the irony of what is going on in the game mechanics and the introduction of purple kryptonite and what it did to Superman?
Seems we are getting our version of purple kryptonite as the method of balancing. -
[ QUOTE ]
I feel rather sure that if CoH had not been as pretty, if the characters hadn't been as customizable, and the combat had not had as much FPS feel as it does, the balance issues (and the associated corrections) would have likey been harder on subscriptions. Indeed, the balance issues might have been enough to damage subscriptions before the nerfs even hit if they game hadn't had a strong appeal outside its balance mechanics.
[/ QUOTE ]
I agree totally. I really like the game for those reasons, but it bodes ill for the endgame and at least explains to me why PvP is not as popular and while it will not be popular, since "balance" is so much more important in that arena.
In PvE the balance is not as important because you can still succeed at the game. This is obviously true now. You can still be technically a poor player, but still level, and get the feeling of a hero defeating bad guys. There is a lot of tolerance and wiggle room built into the PvE game....I don't need MoG and Revive to succeed with my Regen scrapper.
But in PvP, if your character is not well balanced, that will translate very quickly into feelings of helplessness, inequity, and inconsequentialness. In a game that strives to make you feel like a hero, and then be ineffective and unable to save or defeat villians because of character power choices is a significant problem and will utimately destroy the game IMHO.
You will only be left with the the roleplayers who really don't care about the game mechanics, the players that get their jollies from the unbalanced ATs that are powerful, or focus on new subscriptions and content. But even that ends unless you start introducing different or more than one way to succeed in your missions.
Kill X is still Kill X and for some of us we have been doing kill x missions since we were killing bats and rats in Qeynos Hills and only the scenery has changed. After a while it will get old and tired.
For these reasons we can only hope that they are listening to Arcana, because it seems like their method will not work for the endgame. Player vs player is opened ended content that will always be more challenging and rewarding than PvE if done well, and that system is not as tolerant to mistakes and balance issues. You must have a good system for it to succeed.
While this has been a fantastic set of postings, it has really got me worried for the future of CoX and endgame design because of the way Cryptic seems to be doing buisness in planning and managing the game mechanics....
I work in the safety field, and it seems like Cryptic is behaving like my nemesis. Folks want to wait to see if anyone dies before they consider it a problem, and then we will fix it. Well that kinda sucks for the person that dies, and what I try to preach, and what I think Arcana is trying to as well, is lets not wait to see if anyone is going to die, we can look at the system and model it such away as to be able to predict who can get hurt and fix it before that happens. When some dies it is already too late....Reactionary, wait-and-see management is lethal and utimately self-defeating....
I don't want to take away for all the nice things the developers have done in making an enjoyable MMO, they have done a lot of good things. But these revelations maybe the Achille's heel that will bring CoX down to minimal subscriptions in the not too distant future. -
[ QUOTE ]
More than you realize.
[/ QUOTE ]
and [ QUOTE ]
you attempt to replace understanding with data mining, you end up flailing around randomly. cf: Regeneration. Its never a good circumstance to be in.
[/ QUOTE ]
Arcana, if I am reading between your lines correctly are you saying that much of the game engine is/was designed primarily by trial and error and not by creating/using a mathematical model to represent some particular plan or behavior?
It certainly would explain a lot, especially with all the wacky regen nerfs/changes over the years.
The simplest analogy seems to be that CoX game system is similar to cook trying to develop a cooking recipe verses a chemist using a precise chemical formulas. Throw some salt here, add a spice here, give it some time to cook, see how it tastes, and goes down, refine it some more, play with more of the ingredients....
For the amount of money invested in the game, and relying more on art than science seems very risky to me. Especialy when you have so many cooks in the kitchen......
You may finaly end up with a great dish, but folks may have lost their taste for it if it comes too late.... -
My guesses
5th Column makes sense. There is some history between Stateman, Lord Recluse, and Requiem. This is also what the player base wants. Back in the old days, we hated the 5th Column because they were evil Nazis. It felt good to smash their faces into the pavement of Steel Canyon (no matter what level you were). Now as the Council they are just another nutcase military group that probably has secret bases in Montana somewhere.
Enhancements, I really hope the invention system will allow players to make duel purpose enhancements like Hami-Os. I would love ACC/Damage Enhancements, Rcg/End Reductions, and that would allow me to slot things like range or the secondary effects like debuffs that is not viable to do now.
Yes, I want to buy player made Jetpacks, Teleporters, and Healing Potions/Devices....
Now, what I really want more than anything.
I want to be able to turn off or modify colors of power animations. I can hardly be a stealthy Regen Scrapper with my stupid Tarzan Yell, green glow, and burning hands. It drives me nuts! By the way the tarzan yell sucks too. If the power has a 2 sec animation give me a choice of all the 2 sec animations and I will pick the one I want--2 clicks
2) I understand the thing about shape shifting being difficult, but I know you could change sizes, even if it is just in outdoors for giant size. Minature heroes could be fun to as well as powers that shrink foes! If you can turn folks into Pumpkins, then you can turn them into frogs, statues, different genders, lamposts, fire hydrants, or even clowns!
Lastly, any chest graphic should have the option of being big or small, or front pocket size, or on the head/helmet -
I stated earlier that I stand corrected. Thank you Castle for making it official, the text is a bit misleading, I would have said Stealth provides 5% defense that decreases to 2.5% when suppressed.
The "new" Stealth is now a poor choice for a melee toon like my scrapper, Shadow King. It used to be a good choice for more than one reason, now not so much. Now the only reason to keep it is role-play reasons. Ranged attackers and healing defenders can clearly get more milage out of it. ( Heavy sigh), I just remember in beta the discussions and the reasons why stealth was made different than invisbility. and those very good reasons seem to have been thrown out the window.
And it all the fault of the Stalker class, isn't it? -
[ QUOTE ]
The semicolon means that they are two separate effects. They stack.
[/ QUOTE ]
I do not read it that way. It think it says you have 2.5% def; and 2.5% def suppresses if you are attacked, just like in the previous part wher it talks about the stealth suppressing. It is not saying that your stealth radius is double then is reduced, it all goes away. -
Does not say "plus" There is a semicolon there bud
-
According to the recent Prima guide ALL of the mighty 2.5 defense is suppressed when your attacked, you click a glowie, oir someone attacks you.
Could someone please tell me if it is suppressed how does the def bonus even function and why does the power even have it? Of course, the guide contradicts itself as it says only a portion of the def is supressed. But then goes on to say all of it is suppressed.
I am a little confused how this is supposed to work. You lose the defense if your attacked how is it providing defense?
Here is the quote from the guide.
[ QUOTE ]
POWER HELP TEXT: You blend into your environment and can only be seen at very close range. Even if discovered, you are hard to see and have a bonus to Defense
to all attacks. If, however, you attack while using this power, you will be discovered and will lose your Stealth and some of your Defense bonus. While stealthy, your movement is slowed. Stealth will not work with any other form of
concealment power such as Shadow Fall or Steamy Mist. It has a very low Endurance cost. EFFECTS: 35' Stealth radius to critters (this will suppress for 10 seconds if you interact with a clickable object or initiate an attack or are
attacked); 389' Stealth radius to players (this will suppress for 10 seconds if you interact with a clickable object or initiate an attack or are attacked); 2.5% Defense; 2.5% Defense (this will suppress for 10 seconds if you interact with a
clickable object or initiate an attack or are attacked); 35% decrease to movement speed.
[/ QUOTE ]
So as I read this you get a small stealth component, a def component as long as you doing nothing but traveling, but if you are attacked, you lose the def, maintain the movement penalty, end drain continues...
Why would anyone choose this power over invisibility? At least with invisibility if your attacked you keep the defense. You have to turn off invisibility (losing stealth and defense to attack) and in stealth if you attack you lose the stealth. and the def, have a movement penalty and end drain correct?
This sounds like the problem they solved in beta because there was no reason to choose invisbility over stealth, and now there is no good reason to choose stealth over invisibility other than now you have to waste a power pool power to get to invisibility.
This just sucks plain and simple. Why were we mislead on how this power works? I am sure this was nerfed and made a largely worthless power for one reason and one reason only. It stacks with stalker hide and that would be too powerful, so everyone else who used this power for defense is screwed....
Of course someone can also explain why hover's defense doesn't suppress when attacked or attacking???? Are they doing the same thing essentialy? Travel power + defense? Talk about being hypocritical and inconsistent...
I don't know why, but this just ticks me off..... -
[ QUOTE ]
Actually, the only thing I really wanted to change in this mess was the ability for Repel Fields to effectively trap a player against geometry in Base Raids.
[/ QUOTE ]
Then why not add repel resistance to break frees? Seems like a more elegant solution. -
This is a bone, the fix for the problem is a nerf to Storm Defenders Only Active Defense other than steamy mist which offers very little these days after suppression and reduction in resistance.
The power did not need to be changed and now Storm Defenders are pretty much screwed if they want to PvP. All because the stalkers whined that their was two single ATs with one powerset that had a strong defense against their attack. We all know that stalkers should be able to one shot anyone. That is the real reason behind this change!
I am getting really sick of the nerfs. -
So Kidqwik what under level 25 power allows a defender to drop a tanks/scrapper/brutes toggle defensive power other than brawl? In fact the only toggle dropeers available to Storm Defenders are Thunder Clap, which has a very long animation time and only affects minions (which many do not take for that reason) and Lightning Cloud which can be avoided and is largely random.
It is ok for tanks to be essentialy immortal against a defender, but a defender should not have a defense against tanks? Yea I see where you are coming from.
Using buildings and corners tacticaly is unfair in your opinion, I guess you want to hose LOS to. Tactical considerations should be taken away from player decisions it seems. I am sure the blaster types would like that!
The game is clearly not fair because an entire group of players of melee only types were styimed by a power designed to protect against melee damage. What an injustice!! Rather than picking up a controler/dominator or any other class that has ranged damage you infer that melee players should be totaly protected from damage and be able to hit and kill anyone. Yea I see where you are coming from.
Storm Defenders were given Hurricane because they are already have weak to nonexistant defense against ranged attacks, especialy things with status effects like mez, slows, holds, and roots. They said at least they could have some defense against melee at a huge endurance cost. But you want to take that away too....
How nice that you want to be uber too. I have played a scrapper too btw and I was smart enough not let myself get pinned by a hurricane with the exception of teleport foe. That was kinda abusive, and annoying but no more annoying than being killed while I was held.
If any power is abusive in PvP it is teleport foe. Yet it remains.
I want to know why the devs feel its ok to totaly nerf storm defense which was already quite weak and give nothing in compensation?
Haven't storm defenders been screwed enough already? Snow Storm works better for controllers, Tornado does a better job disorienting for controllers, To hit debuffs have been nerfed hard with the schedule change on enhancements, in fact the only powers that work better for Storm Defenders than controllers is Steamy Mist and 02, and 02 is a serious ghetto heal, better than nothing. -
Hurricane should not be changed at all with the exception of increasing its endurance cost as was orginaly decided upon.
Geography is, and should be an important part of any tactical battle just as LOS is. If Hurricane is nerfed so should holds. Both do the same thing essentialy.
There are numerous ways to counter Hurricane, it is not all that uber of a power. A hold can trap you while you are killed more easily than trapping someone against a wall or corner. That sounds like good tactics to me.
If anything the reason it should be changed is for PvE since the mobs are often stupid enough to run into rather than avoid it. Even then, that is a bad AI design problem, not anything really wrong with the power.
Storm Defenders have no self heal, or defense against ranged attackers and because of that they get some defense against melee. If this change goes forward the powerset needs to be rebalanced and 02 boost needs to be made self targetable, or we need to have our range defense increased. -
This just sucks. Every freaking character I have played has been nerfed to high heaven. My regen scrapper sits on the shelf because of the huge nerfs to IH and basicaly all the powers in that line, and the huge nerf to stealth as a power.
So Now I play my Storm defender, and I find out most of my primary powers are equal or better in the hands of a controller since slows are controller territory. ED made the secondaries largely worthless, making soloing much more slow and painful.
Now my debuffs are nerfed significantly. And to top it off, my signature power has been nerfed signifcantly! Not only is it less effective at debuffing, but now it will not even protect me from melee damage as it was orginaly implemented. We all know how good defender self-defense is (piss poor), lets make it worse. Sure Huirricane was very powerful, but it was easily overcome with any ranged power, including mez, sleep, holds which shut it off. Gee Stalkers can't one shot a defender with hurricane on, oh the inhumanity! Instead of making folks have to take a level 20 pool power, and all that entails to get it, to overcome it like most players have to do to even see a double stealthed stalker, we just nerf the power. Why? because it is just a defender, they are supposed to be crapped on. Remember when Defenders had more hit points than blasters and controllers? Remember when they had some blasts that actualy were worth using? Remember when debuffing was something valuable to team and was not a poor man's controller? I do. And I miss that game.
Gee, I get break on end costs for it now...whoop de doo!!!! Of course wasn't ED and our "largely worthless inherent power supposed to help with that?
You guys beat everything. All you guys do is nerf, nerf, nerf. We ask for more content for 35-40 range in CoH and you ignore it. We ask for customizable colors and animations on our powers, screw you. Scrappers have how many choices for power sets compared to all of the other classes???? Of course Masterminds get new ones ahead of scrappers, it is very clear, everything you are doing is for CoV and virtualy nothing for CoH. The evidence supports this.
I am fed up. You grow a charcter over a long period of time, and they continue to be reduced in effectiveness. Was the game too easy? For some classes clearly. Are you doing a good job of involving players in the solution, hell no.
All we get these days are stealth nerfs, where someone goes to test and finds out about the nerf or a veiled dev reference in a rare post hints at something.
I am very disgruntled and I am not hopeful where the direction this game is headed. Even the release of I7 is a joke as I imagine there will be a Wednesday update talking about how in I7 there will be differnt colors of stone as you string along the users for at least another couple of months feeding them breadcrumbs and holding the carrot on the proverbial string in front of all the jack [censored] we have become. -
I seriously believe the real reason for this is to create more seperation between Contollers and Debuff Defenders. This minor nerf's effect is really just going to make Contollers even more valuable. After all, the ultimate to-hit debuff is a mez/sleep, and weakening debuff defender seems to be a new sport at Cryptic.
After all, debuff defenders are closest to controllers in role and effect and clearly they regret creating debuff defenders. They seem to be ok with buffing defenders or defenders that powers enhance teammates, but you start hitting mobs and screw you, that is Controller territory and it is obviously sacred! -
Well, like the others I appreciate the effort that went into providing the defenders an answer to many outstanding questions, but I am utterly flabergasted, and even more disillusioned by your comments regarding the relative effectiveness of many controller secondary versions of Defender primaries. I guess some thanks are in order for validating our concerns that in several significant situations that defenders are correct in feeling inferior to controllers and that for many teams they are better served by having a controller on team rather than a defender. Sure this is a subjective feeling, but it is a very legitmate concern since so many voiced it enough to make the list. It must have some validity for this reason alone.
You have basicaly confirmed to the defender community for all intents-and-purposes that the controller versions of many defender powers are in fact superior to the defender versions.
The way I see it, (and obviously many others do too) controllers do get the best of both worlds, they even have the capability to do superior damage when containment is considered.
So the only advantage defenders have is that they get their powers sooner than controllers. However, by the time we are all 50 this argument is immaterial.
I understand Arcana's point about primary/vs alpha but there is a good reason for seperating and differntiating their relative power and that is to make/provide a compelling reason to choose one over the other. Right now it is looking like there is no real compelling reason to be a defender over a controller. Sure defender debuffs are a little better (certainly not 20% better by most measures), but controllers have the ability to do better damage with containment, better versions of controllery defender powers, their holds can minimize the negative aspect of many of the defender powers, and have the same hit points.
Sure Defenders have more powers that inflict damage than a controller, but as most players will attest, being a defender is not about inflicting damage, its about augmenting/minimizing damage/defense of the team. Especialy after ED. ED eviscerated our damage dealing capability. While enhancing the secondary effects of our blasts has shown to be largely ineffectual over time. If had been worthwhile (ROI) to enhance these abilities we would have done so. Believe me I tried back in the day to enhance the acc debuff powers of my dark blasts. What a waste of enhancement space, it actualy slowed down my kill speed and increased my overall risk in fights.....but that is another complaint that has fell on deaf ears (heavy sigh).
Quite frankly you guys (the devs) seem to be very deluded on the relative power of many of the debuffs in this game compared to the relative power of things like holds and damage in the grand scheme of things.
It really seems and strongly suggests (through your actions) of being extraordinarly hypocritcal. It wasn't so long ago that you nerfed scrappers because optimized characters could approach tanker defense levels, and you nerfed them. You nerfed defenders that in certain optimal situations could approach blaster-like damage potential in limited situations by upping endurance costs of the blasts and reduced their damage potential. But yet this does not seem true for controllers. They are allowed to have secondary powers every bit as effective as another ATs primary set.
I am not advocating the nerfing of controllers, but I am seeing more and more reasons to play a controller over a defender for several significant reasons. They can hold (best dmg mitigation), they can now do very good damage with containment and thier pets are superior dmage dealers, and they have strong debuffs.
Gee what blastery thing can I do better than a blaster, where is my defender trade off? Oh I am sure my blast secondary effects are better than a blasters, but so what???
In fact I propose an experiment. I bet you could take away the secondary effects on all the blasts with the exception of KB and nobody would really notice a big difference in their encounters. I would bet dimes-to-donuts that overall risk would not be appreciably increased, and that you would see, as all experienced players know, its all about the damage, with emphasis on big frontloaded damage being much more effective than lower damage-over-time.
The question is now on the defender community. Is it time to revolt? Time to stop playing defenders and all of us role up controllers? -
Clearly, it seems they have written off CoH players for the most part, and are totaly focused on the new cash cow of CoV.
You see, they won't be giving new quality-of-life stuff to CoH until sales of CoV fall off significantly, otherwise there is no reason to buy CoV, and we can't have that now can we?
Perfectly logical, and from a buisness viewpoint, it makes perfect sense, but from a CoH fan standpoint, it sucks because many quality of life problems that have been fixed in CoV that would make life more fun and interesting (i.e. "better") in CoH cannot be given to CoH players without forfeiting sales of CoV.
Seriously, look where they put access to the PvP zones in Heroes vs Villans. In Villans they are easily accessible and within very close reach to merchants, whereas in Heroes they put them in remote locations well off the beaten track that takes 10 minutes just to get to. Seriously why is access to Warburg in Kings Row? How many level 35-40 folks hang out in Kings' Row and how many merchant stores are there????? You see my point? They are doing everything in their power to get you to switch to Villans by making it a superior product and make things in CoH as annoying as possible so when you get to the easy and convienent side you stay there. Quite frankly I am surprised they didn't put the access to Bloody Bay in faultline so folks would have to visit that zone..... -
Ultimus you are leaving out one very important aspect of your formulas. You are assuming that the KB and the Disorient work at the same frequency. They don't as far as I can tell. KB is much more likely to occur over EM's Disorient. I think this is the balancing factor between the 3 sets. Energy Better DPS + Rarer Control= SS Little lower DPS + but a little greater control.
From a Pure DPS standpoint (considering resistances) your conclusions are correct, but when you factor in the probability of KB and Disorient I think these sets would be very close in DPS + Utility + Risk Reduction/Control.